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her attack animation combined with the insane slow is pretty amazing. The web shield kicks ass as it removes ALL effects. Can completely screw hellbringer with her.
The ult is pretty lame. Make the ult something better and she could be useful.
I don't get her ultimate. The spider lasts for 4 seconds, but the description also says "the spider expires after 15 seconds" or so. What am I missing?
The ultimate is useless against stealthers, as you can only use it when you already see the target, and the reveal is only 4 seconds.
Skill up Webbedlolshot and aura first, then go for the anti magic lol thingy.
Harrass alooooot.
Buy Shamans Headress (facing magic nukers 99% of all games) and threads.
Then you can faceroll your way to a stygian and even a butterfly.
Have to say her ultimate is pretty shitty. I don't really see why it's an ultimate at all. It's a time limited creep with see invis that has a slow. I'd rather take the wolf guys hellhounds or whatever they're called, they deal way more DPS and you get two + it's shorter cooldown.
I don't really understand what they were thinking making a ulti like that.
The carpace is pretty pointless to, sure it's magic resistance, but it's very time limited and with such low base HP getting nuked is pretty much a ticket to the graveyard anyway. It would be better to replace it with a shield that absorbs magical damage or maybe a "webshield" that would work similar to the rockshield tiny had in dota but instead of stunning it would give a slow effect, a bit like the lich's frost armor, but a higher slow ratio and only a 30/40% to slow or something. That would fit the heroes theme better. I don't really understand what the magic resistance is doing there. :/
I have no idea what this orbwalking you guys are talking about is. I just tried it out against some creeps and it clearly doesnt work.
why would it make you move faster? it makes you never lose your target... and that means if you have enough room, he is going to die, if you just stand and shoot webbed shot on autoattack, he is going to get away... orbwalking, you will actually catch up on him if you are good, and you will do much more damage that way than autoattacking (and creeps wont attack you)
I would suggest S2 to remake Arachna completely. This hero is weak and boring. Even Dota's Drow was quite boring, and this hero is worse.
Arachna has no skills and is just 6 slots to carry lategame items:
1) Slow arrows - I take 1 point to orbwalk in the beginning. Almost no point to level it further- most heroes in competitive play have an escape mechanism that beats this skill.
2) Harden Carapace - I take 1 point to remove debuffs. Might be helpful to take more if opponents have a lot of nukers (this skill is still bad since it doesn't save from stuns)
3) Aura is good
4) Ultimate seems weak, I often even forget to use it and prefer to shoot one more time.
At least as I understand it, Orbwalking doesn't make you move faster than normal, it just makes it so that you don't move slower when moving and attacking. So you can damage them and keep up with them.
I don't know why all the hate on Arachna either, currently one of my favorites.
-Great farmer
-Webbed shot is clutch for ensuring kills at any point in the game whether 1v1 or in team clashes. Works great for early game harassing too. If opponent is any distance away from tower, you have a good shot at Level 1 first blood.
-Hardened carapace is great for survivability. Last night with Level 4 carapace and 200hp remaining I took a maxed pyromancer salvo (light strike, dragon, laguna-no agh) and lived.
-Aura is what it is. Great for pushing once you get archer/locks stacked up and for team support if you have even 1 or 2 other range on the team.
-Ult ****ing owns invis units. At level 3, you have a pretty spammable stealth reveal at 30 secs that travels with the stealth unit and whose vision is not obstructed by anything. Take that vs. dust or wards which stay where you toss them, have limited vision, a cd (for dust) , and both of which cost money. Nevermind that it also does damage. Granted, it is slightly less effective with no stealth units on the opposing team, but the dps boost while chasing with webbed shot and vision to prevent jukes is still pretty nasty. I'd take this over the bland, old Markmanship ult any day.
Thought I would clarify orbwalking for folks. It has been explained clearly as to HOW to do it, but it seems people are not understanding why it is smart and what the benefits actually are.
It does make you move faster. Keep in mind that orbwalking is 'walking while attacking someone', not just straight up moving across the map. It applies only to hero vs hero combat.
A heros' 'attack animation' has a particular frame within it wherein the damage is actually applied to a target. It's hard to see this on melee heros, but it's easier to see on ranged (like Arachna).
Go auto attack a creep wave. See how Aracha will toss a projectile out, sit there for half a second, and toss another projectile? Arachna's attack becomes 'valid' if you will the moment the ball of webbing is out of her body and flying to a target. She doesn't NEED to sit there for that extra half second or so in between shots, she is just coded that way with her attack animation.
What 'orbwalking' is, is you are getting to use that extra .5 seconds of 'down time' in between projectile shots to be moving closer to your quarry rather than standing there waiting for your webgun to recharge. As has been said, you accomplish this by immediately issuing a move command towards the target as soon as you shoot your projectile, then manually issuing another 'attack' command as soon as your attack cooldown timer is up. Combine this with the fact that Aracha's 'orbwalking' skill has a slow effect, and it makes her a fantastic chaser.
Also, issuing manually webshot (sorry I forget the skill name) orbwalk commands does NOT pull the creeps into attacking you, so you can really get the jump on someone doing this, run right by their creeps harassing/chasing them, and get a LOT of kills if done right, or if done against someone who doesn't know to watch out and guard against it. Even if they do know how to prevent you from cornering them and getting the kill, it still makes them a GREAT harasser.
Clearer now?
So, you're saying that if I time these things:
1. Walk from one end of map to the other
2. Walk from one end of map to the other while just regular attacking an enemy hero
3. Walk from one end of map to the other while 'orbwalking'
I will find that 3 is the fastest, followed by 1, followed by 2? So that 'orbwalking' actually increases your movement speed over just regular walking? I thought that it would make 1 and 3 the same, both faster than 2, not that 3 would actually be faster than 1 and 2.
Close, but not quite.
1) Always the fastest. The only thing interrupting your full speed movement is the geometry of the map itself.
2) Always the slowest. Remember, your target is engaging in option #1. He's doing nothing but moving away from you. Each shot you get off at him comes with an extra .5 seconds of you standing still while your attack animation completes. You will land 1-3 shots or so on him and he will have moved out of range. If you have a slow effect on your attack, as arachna does, you will land maybe 5-6 hits, but those .5 seconds per attack DO add up and he will eventually be able to outdistance you.
3) Better than #2, worse than #1. Orbwalking is essentially mitigating the .5 second delay that is lost with each attack. You're not going to be as fast as straight up running, BUT your attacks do have slow. So even counting human reflexes (you're never going to time orbwalking PERFECTLY) he should be unable to get out of your range. If you can shave even .25 seconds off the .5 delay between attacks, the slow is enough to compensate for the rest, leading you to retain your target within your range until he's dead.
Hopefully that helps![]()
She is actually a very good hero, While not great early game she defiantly can carry very well. Her ulti actually does a substantial amount of damage on top of adding even more slow to an enemy hero (I think its 136 dmg per hit x 4 attacks = 544dmg+invis detection+slow) all on a 30 second cooldown at rank 3.
Her webshot stacks 4 times which is 160% slow at rank 4 with 4 stacks on a hero.
Try her with using the new Maelstrom and satanic you can cast webshot and both orbs will work with it at the same time (dont believe me try it).
Her arua is percential increase so as the game progresses it adds even more damage, the range on the arua should be a bit larger but for the most part its not bad.
She might be close to drow but her slow is 100 times better and her ulti actually has more then just the use for its damage its a built in stealth detection, and with everybody playing scout or madman it comes quite in handy.
Try different builds with her too find what works for you. She really doesnt need to be changed at all.
Totally agree. Main defense of any stealther is obviously their invis ability given their low hp and low armor. Take that away even for a few seconds and you cripple them into being useless. Her ult is an excellent stealth counter, especially in pubs where stealth tends to dominate.